League is up! Durandal, hit me up on Steam or throw some times at me. I'm completely unavailable from this coming Friday to something like Monday afternoon, so hopefully we can get our game in before then

To be more specific, on the first turn of the game, one of my rotters died.

After that it was "let's see how many of these we can rack up" and he proceeded to kill off another rotter, one of my warriors, my beast, and I think a pestigor. Luckily for me, all but the rotter have regen, and managed to make their rolls.

Late in the game I managed to kill off his wolf, so I ended the game down one rotter.

To be more specific, on the first turn of the game, one of my rotters died.

After that it was "let's see how many of these we can rack up" and he proceeded to kill off another rotter, one of my warriors, my beast, and I think a pestigor. Luckily for me, all but the rotter have regen, and managed to make their rolls.

Late in the game I managed to kill off his wolf, so I ended the game down one rotter.

So you had like 3 slight heart attacks right there? That was nasty. It would have been horrible and would condemn your chances of ever winning the league hah. But well probably the league will thank you though for killing a werewolf. Sadly, your beast is still around.

I think dva got hurt big time though. Those werewolves don't grow on trees although his TV rating will decrease so it sort of compensates.

First half was rough, with the Patriots throwing up a solid defense of the ball. Late in the first half, a Pestigor popped free of the scrum and GFI to the edge of the lizard's range. The Krox tried to position himself to tag the ball carrier, but tripped on his GFI.

However, the lizards found their stride (and claws) and scored twice in the second half of the game.

KOs and injuries were not in my favor that game. Either I received a bit more KOs or the Beast just wouldn't wake up which made my game difficult. Although the 2-1 was a lucky break where Rave blitzed with a 1d block, then rerolled the block to pow, to get the ball dropped where the ball bounced into a skink and made the catch roll with 1 TZ and then dodged away, which was certainly annoying. Then of course I couldn't do a decent block and only got Pushes.

The White-As-Snow Dwarves unleashed their frustration from their inability to play Blood Bowl for so long, decimating the Pointy-Eared Lords 3-1. That's right, they scored 3 TD's for only the second time ever. They also killed two players, one of whom was saved by the Apothecary, and inflicted a total of 5 CAS. Gnarly!, who was on the field for 14 turns because Bribes are awesome, got the MVP and finally reached Level 2.

The Dwarves won the toss and opted to kick. Their inexperience showed when they set up far too close to the LOS and nearly got burned for it, but the Catcher holding the ball ended up being crowdsurfed after an inventive set of moves and blocks. The ball was thrown into the Elven backfield, conveniently near a Dwarven Blitzer who hadn't yet moved for just such a purpose. The Thrower in the back was marked, the Blitzer picked up the ball and stayed near other Dwarves. What followed was a 3-turn odyssey wherein the Dwarven Blitzer attempted to stay upright against a Blitz, Gnarly! would blitz the Thrower, and the Dwarven Blitzer would advance the ball (after picking it back up, if necessary). First a Runner came up to give assists and possibly grab the ball, then the Leaping Blitzer got back to assist the Thrower, and then both Dwarven Blitzers - panting with the exertion of running as fast as their stubby legs would go for over a dozen minutes - slammed into the fray. A Dwarven Blitzer managed to kill the offending Elven Blitzer, and the Runner ran in for the TD on Turn 8. 1-0 WASD, Gnarly! stays in the game because Bribes are awesome.

The Dwarves receive against a depleted opposing team, and they set up a screen between the far-away knot of Elves and the Runner with the ball. EVEN THOUGH HMP IS SET TO "ASK," a throw made purely for SPP was automatically turned into a HMP because Cyanide can't design a decent interface to save their lives. It didn't hurt the Dwarves, however, as the ball was just picked up and advanced next turn. A series of cages slowly moved the ball from the right side of the field diagonally forwards to the left, until the Runner could dash in for the TD on turn 13. 2-0 WASD.

The Elves break through the left side again, but this time the Dwarves were waiting for them. Still, the only practical result of this for the WASD was a BH inflicted on the +1 Str Lineman, and the Elves scored on their Turn 14. 2-1 WASD.

2 turns left, but the WASD have a Runner with +1 MA. They lined up to take advantage of this, and ended up surging forward with a kind-of-but-not-really screen of the aforementioned Runner and a the-hell-was-I-thinking 2-corner cage on the ballcarrying runner, leaving the back wide open. The Elves reroll a Skull/BD block result to push away a Blitzer, then they attempt to blitz the ballcarrier...and fail a GFI. Blocks were thrown to set up a 3D block from a Troll Slayer that did nothing practical but still looked totally awesome, and then the ball was handed off to the +1 MA Runner for his 3rd TD of the match. 3-1 WASD, end of match.

Poor Durandal; several other teams could've bashed his team's heads in as well, but the combination of teamwide tackle and 6/7 players with MB hurts Elves far more than any other team would. Also, I love having 3 rerolls on Dwarves - other than the 1D blocks that rarely happened here, there's nothing that Dwarves normally do that would need to be rerolled, so I was making between 2 and 5 GFI's practically every turn because why the fuck not, and I still had 1 or 2 rerolls left at the end of both halves.

The Minor League Champions 'Dr. Seuss's Menagerie' continue their reign of terror with a 2-0 win smashing win over Civbat due to a combination of conservative play and the heavy favor of Lord Nuffle, the team's current sponsor (and sometime sorcerer)...

The game started off with a rock knocking out Civbat's Block Guard Claw Chaos Warrior and went downhill from there at kickoff to him. After establishing a cage near the center of the pitch, the Undead smashed the front end of the cage and battened down the hatches. With some strategic blocks and zombie roadkill, the Undead were able to shatter the cage and get the ball to the ghoul 'The Grinch', who lived up to his name. With some key blocks, by T6, the Chaos team was down 4 KO's and one injured warrior with a raging bull that likes to spit on grass. I scored on T8 to close the half. A single zombie cas was regen'ed.

The second half started with a nice gust of wind, a kick out of bounds, and some excellent blocking. Within three turns, the Undead had 11, the Chaos team 4. Further pitch clearing reduced it to a warrior, a mino, and a beast. A single mummy cas was regen'ed. After some short passes, the Cat in the Hat scored, closing out T16. Without a riot, the game was over 2-0.

Dwarves vs Chaos. Hellheart has the annoyance of the dwarves with all his tackle, Mb and Guard, but Grambo has more strength and way more agility. Done well he can outpace Hellheart if he does not hurt him first though. That Deathroller with Multiple Block is surely not cool. If Hellheart manages to make the game into a brawl, he will likely win. If divided, grambo will most likely have the nod.

Anacher vs Alstar.Anacher has a STR 6 Bloodthirster. Alstar has a STR 5 Beast and Nurgle Warrior. Colission of the worlds. If Anacher uses Guard well he can go past the Nurgle wall which will be tough to break through the air due to the mediocre mobility of Khorne. But getting those pesky Warriors from hurting his players will be tough with Frenzy.

Durandal vs rekard.High Elf vs Nurgle. The air game will be harder due to the Nurgle's abilities basically negating Nerves of Steel to a degree, and strength is on the side of the nurgles. The elves lost a lot last game, and even with a STR 4 lineman, their lack of dodge might prove difficult. They have plenty of Wrestle though, so it might help quite a bit in the mobility game. With a bit more block the elves can get through if they get the Nurgles stuck in a side.

dva13 vs kedlav/Norse vs Undead. kedlav has Mummies. dva has a Yhetee with Block, Dodge, MB and Break Tackle. kedlav has a Ghoul with Strength and Agility 4, but with Dauntless and STR 4 players that might not make much of a difference but a footnote. The win might go here to the one who gets to kill something first.

Ravebomb vs civbat.The dice went after civbat last game badly, but all the next games could be different. Having 3 players with Claw might make a substantial difference in this game for the Chaos team so Saurus beware, you have AV 7 this game for what it counts. Rave has his Kroxigor and Saurus line, although a bit too dependable on the Kroxigor hurting stuff. The Saurus has plenty of Guard and Tackle but in this game tackle won't matter. If claw hits first, there might not be any Saurus to protect the lizardlings.

Casulties were high on the Khorne side, and at one point I killed the Bloodthirster with a foul (the apoh looked at him and decided it was a broken leg... then the Bloodthirster said "hell with that" and regen'd.)

However, despite a lack of players and general strength imbalance, I was just unable to really push that into an advantage. Primarily because of a single blodging Khorne daemon. Both in the first and second half, he gets the ball then runs it by himself. And damned if he didn't eat tons of rerolled 2d blocks... none of which managed to down him.

In the first I finally knocked him down before he scored, and was actually a pass away from scoring myself (throw failed with reroll), but in the second I was unable to touch him, and he ran all the way in.

The ref turned back the clock, and I had a chance to tie, so I ran the ball forward on my own blodger. Anacher manages a 2d block of his own, but fails to down me and double skulls on the re-roll. I run in for the tie.

Good game Anacher.

edit: Oh, and fun stuff - the Bloodthirster is apparently very sensitive, because on two of his three blitzes, he was stopped by the foul apperance of my players.

Once again, the Flaming Geckos' beat the Bestigor Freebooters into a 3-0 victory.

The first turn saw the Bestigor's kick ... right off the field. The Krox takes the ball and immediately bone heads. The Lizards start their standard battle plan and begin hitting their way up field. The Krox regathered his wits and, taking advantage of the holes opened up for him, began blitzing his way up the field. The skink's formed up around him, cheering on their larger cousin. Upon scoring the ball was pounded into the pitch.

As the second drive began, the Bestigor's were able to KO one Saurus and one Skink. However, the ball bogged heavily midfield against the sideline. With time running out, the Bestigor's were unable to score.

The second half saw the Bestigor's fumble their pickup. The Gecko's burst into action clearing a lane to allow all the Skinks and a spare Saruus to swarm through and surround the dropped ball (with an insane number of GFI rolls). With the Bestigor's out of position the Gecko's were easily able to score a second time.

During the last set of drives, the Gecko's were able to catch the Bestigor's ball carrier against the sidelines and crowdsurf him. The ball was thrown back onto the Gecko's touchdown line. Forming a Skink chain, the Gecko's were able to run the ball the length of the field to score a third time.

The Gecko's were unable to hurt a single Bestigor player, whereas the Gecko's suffered a badly hurt saurus, a broken neck saurus (-1 AG), and a scary number of KOs.

The White-As-Snow Dwarves tie This is NPR 1-1 in a match that looked to be a clear win for Chaos until the Dwarves got really lucky and stole it away.

The Dwarves won and after a long period of deliberation, stupidly chose to receive. Then the Runner stupidly used Hail Mary Pass when trying for SPP (in the per-player skill screen, orange means ask and RED means disabled. Oops). Then the other Runner moved into a 3-corner cage, whereupon the only Blocker with Guard adjacent to the exposed space decided to follow up on a block. The Runner was predictably blitzed and knocked down. The Dwarves made a long series of pretty damn risky blocks, then a Blitzer dodged away (rerolled) to get upfield, and finally the other Runner picked up the ball and heaved it into the Chaos backfield. The Blitzer gets knocked down by the +1 Agi Beastman, who then picks up the ball. The Blitzer stands back up and 1D blitzes for a knockdown, and the ball bounces inside the endzone. The Blitzer tries the GFI to pick up the ball...fails...rerolls...fails AGAIN...then rolls 10+ to break armor and 9+ to get KO'd despite Thick Skull, leaving the ball far far away from any Dwarves and right next to a Beastman >_< . Grambo decided that he wanted in on this whole 1+ rolling thing, and failed a rerolled pickup by that Beastman. The ball bounces out of bounds and is thrown in to where a bunch of risky blocks allows a runner to reach it. He does, but then I accidentally end turn like a fool and he's all by himself holding the ball like an idiot. He predictably gets smashed to the ground for a CAS, and Chaos strings together a set of Agi moves to get the TD. 1-0 NPR.

The KO and CAS force the Deathroller onto the field for all of 2 turns, at which time I'd just about given up and focused more on getting 2D blocks to get my Blockers some SPP. I throw blocks, get a KO, and the half ends. Thankfully that KO doesn't wake up, leaving it 10 vs. 10 IIRC. Grambo receives and moves up the left side of the field and the Dwarves move to counter as best they can, although the Minotaur is giving them fits. The Dwarves notice a slim chance and take it: a series of risky-as-hell blocks, including a couple of red blocks, knocks the ball loose and it bounces OOB. It gets thrown into the Dwarven backfield, where it's marked by a Chaos Warrior but not picked up because a Chaos player failed its dodge. The Warrior is blitzed away and once again a Blitzer is moved into the Chaos backfield for a Hail Mary Pass. This one falls pretty short, but still far enough away that a Beastman can't quite reach it and has to double-GFI to cover it. This time it's the Beastman that gets KO'd, and the Dwarves scramble as best they can and finally get the ball in the endzone on Turn 15. 1-1, and no Riot so the game pretty much ends there.

--

I was certain that I would lose when the Deathroller got carted off the field early. I had my chance in the first half even though I made some horrible mistakes, but that double-failed GFI was a heartbreaker. I spent the early part of the second half focusing on bashing instead of overextending to stop the ballcarrier, but I managed to open up a chance by making a 2D (with Pro'd Dauntless) block followed by a 1D block (rerolled Dauntless) on the Minotaur that was blocking the ballcarrier. I blitzed for a 1D to free the ball and that gave me a chance to get back into the game.

I got really lucky with block dice this game. Dwarves are pretty safe blockers in general, but I think I made more than 10 1D blocks and 3 red blocks...and only had to reroll a single 1D block. Pro saved me a couple times, especially once I had no rerolls at all, but other than that my blocks ended up paying off when I needed them to. And I needed them to, because I pretty much handed Grambo the game in the first half.

Personally, I feel like Nuffle rewarded me for whining less than I normally do when I play so poorly :x